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Loading a obj into Directx11 (solved)

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I saw this tutorial online to load a 3D model into the scene from external file (Rastertek Tutorial 7: 3D Model Rendering)

The way the Tiny Room Demo creates model is to hardcode the coordinates and renders it
    TriangleSet walls;
        walls.AddSolidColorBox(10.1f, 0.0f, 20.0f, 10.0f, 4.0f, -20.0f, 0xff808080);  // Left Wall
        walls.AddSolidColorBox(10.0f, -0.1f, 20.1f, -10.0f, 4.0f, 20.0f, 0xff808080); // Back Wall
        walls.AddSolidColorBox(-10.0f, -0.1f, 20.0f, -10.1f, 4.0f, -20.0f, 0xff808080);   // Right Wall
        Add(
            new Model(&walls, XMFLOAT3(0, 0, 0), XMFLOAT4(0, 0, 0, 1),
                new Material(
                    new Texture(false, 256, 256, Texture::AUTO_WALL)
                )
            )
        );
   
    void AddSolidColorBox(float x1, float y1, float z1, float x2, float y2, float z2, uint32_t c)
    {
        AddQuad(Vertex(XMFLOAT3(x1, y2, z1), ModifyColor(c, XMFLOAT3(x1, y2, z1)), z1, x1),
                Vertex(XMFLOAT3(x2, y2, z1), ModifyColor(c, XMFLOAT3(x2, y2, z1)), z1, x2),
                Vertex(XMFLOAT3(x1, y2, z2), ModifyColor(c, XMFLOAT3(x1, y2, z2)), z2, x1),
                Vertex(XMFLOAT3(x2, y2, z2), ModifyColor(c, XMFLOAT3(x2, y2, z2)), z2, x2));
    ...}
   
    AddQuad(Vertex v0, Vertex v1, Vertex v2, Vertex v3) { AddTriangle(v0, v1, v2); AddTriangle(v3, v2, v1); }
    void AddTriangle(Vertex v0, Vertex v1, Vertex v2)
    {
        VALIDATE(numVertices <= (maxBuffer - 3), "Insufficient triangle set");
        for (int i = 0; i < 3; i++) Indices[numIndices++] = short(numVertices + i);
        Vertices[numVertices++] = v0;
        Vertices[numVertices++] = v1;
        Vertices[numVertices++] = v2;
    }
 
Tried to load the model into the scene using a function from the tutorial
      
    TriangleSet models;
  models.LoadModel("F:\\cube.txt");
  Add(
   new OBJModel(&models, XMFLOAT3(0, 0, 0), XMFLOAT4(0, 0, 0, 1),
    new OBJMaterial(
     new Texture(false, 256, 256, Texture::AUTO_WHITE)
    )
   )
  ); //3D Model
 
    void LoadModel(char* filename)
 {
  ifstream fin;
  char input;

  // Open the model file.
  fin.open(filename);
  // Read up to the value of vertex count.
  fin.get(input);
  while (input != ':')
  {
   fin.get(input);
  }
  // Read in the vertex count.
  m_vertexCount = 0;
  fin >> m_vertexCount;
  // Read up to the beginning of the data.
  fin.get(input);
  while (input != ':')
  {
   fin.get(input);
  }
  fin.get(input);
  fin.get(input);
  // Read in the vertex data.
  for (int i = 0; i<m_vertexCount; i++)
  {
   Indices[numIndices++] = short( i);
   fin >> Vertices[numVertices].Pos.x >> Vertices[numVertices].Pos.y >> Vertices[numVertices].Pos.z;
   fin >> Vertices[numVertices].U >> Vertices[numVertices].V;
   fin >> Normals[numVertices].Norm.x >> Normals[numVertices].Norm.y >> Normals[numVertices].Norm.z;
   Vertices[numVertices].C = ModifyColor(0xffffffff, Vertices[numVertices].Pos);
   numVertices+=1;
  }
  // Close the model file.
  fin.close();
 }
 
I did not use the normal as from the tutorial it was meant for the texture of the object. Instead I defined the color to be solid white. Tried to keep the structure of loading the model as similar to Tiny Room Demo as possible.

I have used the same model, material and texture (vertex shader and pixel shader) as Tiny Room Demo does. The file I tried to load was cube.txt. Had some code to convert my obj to a txt file.
 
cube.txt        http://imgur.com/a/n6F8e
Vertex Count: 36
Data:
-1.0  1.0 -1.0 0.0 0.0  0.0  0.0 -1.0
 1.0  1.0 -1.0 1.0 0.0  0.0  0.0 -1.0
-1.0 -1.0 -1.0 0.0 1.0  0.0  0.0 -1.0
-1.0 -1.0 -1.0 0.0 1.0  0.0  0.0 -1.0
 1.0  1.0 -1.0 1.0 0.0  0.0  0.0 -1.0
 1.0 -1.0 -1.0 1.0 1.0  0.0  0.0 -1.0
 1.0  1.0 -1.0 0.0 0.0  1.0  0.0  0.0
 1.0  1.0  1.0 1.0 0.0  1.0  0.0  0.0
 1.0 -1.0 -1.0 0.0 1.0  1.0  0.0  0.0
 1.0 -1.0 -1.0 0.0 1.0  1.0  0.0  0.0
 1.0  1.0  1.0 1.0 0.0  1.0  0.0  0.0
 1.0 -1.0  1.0 1.0 1.0  1.0  0.0  0.0
 1.0  1.0  1.0 0.0 0.0  0.0  0.0  1.0
-1.0  1.0  1.0 1.0 0.0  0.0  0.0  1.0
 1.0 -1.0  1.0 0.0 1.0  0.0  0.0  1.0
 1.0 -1.0  1.0 0.0 1.0  0.0  0.0  1.0
-1.0  1.0  1.0 1.0 0.0  0.0  0.0  1.0
-1.0 -1.0  1.0 1.0 1.0  0.0  0.0  1.0

Vertex and Index buffer
    struct OBJModel
    {
 XMFLOAT3     Pos;
 XMFLOAT4     Rot;
 OBJMaterial   * Fill;
 DataBuffer * VertexBuffer;
 DataBuffer * IndexBuffer;
 int          NumIndices;
 OBJModel() : Fill(nullptr), VertexBuffer(nullptr), IndexBuffer(nullptr) {};
 void Init(TriangleSet * t)
 {
  NumIndices = t->numIndices;
  VertexBuffer = new DataBuffer(DIRECTX.Device, D3D11_BIND_VERTEX_BUFFER, &t->Vertices[0], t->numVertices * sizeof(Vertex));
  IndexBuffer = new DataBuffer(DIRECTX.Device, D3D11_BIND_INDEX_BUFFER, &t->Indices[0], t->numIndices * sizeof(short));
 }
...
    DIRECTX.Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
...
---------------------------------------------------------------------------------------------------------------------------------
Loading the cube was fine. but when I tried to load other model there seems to be an issue. I kind of understand the problem is that the indices might have issue. but I don't understand why did it work for the cube and not other model... So where could have gone wrong in this case.  I have tried to use rasterizer without back culling to draw this object and with but the effect is the same too. 
 
house.txt        http://imgur.com/a/M6gQ3
3D Model data:
Vertex Count: 798
Data:
28.3005 0.415886 -45.8282 0.7216 0.720211 0 0 -1
28.3005 -0.809079 -45.8282 0.732222 0.720211 0 0 -1
-27.7441 -0.809079 -45.8282 0.732222 0.847836 0 0 -1
28.3005 0.415886 68.1056 0.459891 0.720286 0 1 -0
28.3005 0.415886 -45.8282 0.719341 0.720286 0 1 -0
-27.7441 0.415886 -45.8282 0.719341 0.847911 0 1 -0
28.3005 -0.809079 68.1056 0.721603 0.720211 0 0 1
28.3005 0.415886 68.1056 0.732225 0.720211 0 0 1
-27.7441 0.415886 68.1056 0.732225 0.847836 0 0 1
28.3005 -0.809079 -45.8282 0.459891 0.720298 0 -1 -0
28.3005 -0.809079 68.1056 0.719341 0.720298 0 -1 -0
-27.7441 -0.809079 68.1056 0.719341 0.847923 0 -1 -0
28.3005 0.415886 68.1056 0.719341 0.70683 1 0 -0
...

 

UPDATE:

I SOLVED IT :)


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